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		<title>Newton Game Dynamics DBPro Wrapper v1.53</title></head>
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		<h1>Newton SDK DBPro Wrapper v1.53</h1>
		<P>By Walaber<BR>
		   All Coding between 1.31-1.32B by Kjelle<BR>
		   Updated to 1.53 by Tiresius</P>
        <p><a href="ndb_docs_main.htm">Main Index of Commands</a></p>
		<h2>Wrapper Specific Commands</h2>
		<a name="NDB_GetVersion"></a>
		<table bordercolorlight="#0506a5" bordercolordark="#0506a5" bgcolor="#ffffff" border="1"
			cellspacing="0" width="85%">
			<tbody>
				<tr>
					<td bgcolor="#232323"><h3><font color="#fafafa">NDB_GetVersion</font></h3>
					</td>
				</tr>
				<tr>
					<td bgcolor="#747ff6"><font color="#ffffff" face="monospace">syntax: float =
							NDB_GetVersion()</font></td>
				</tr>
				<tr>
					<td bgcolor="#fafafa">
						<table border="0" width="80%">
							<tbody>
								<tr>
									<td width="5%"></td>
									<td width="50%">no values passed to this function</td>
									<td></td>
								</tr>
							</tbody></table>
					</td>
				</tr>
				<tr>
					<td bgcolor="#dadada"><font face="monospace">returns: float value containing current
							wrapper version.</font></td>
				</tr>
			</tbody></table>
		<p>
			<a name="NDB_NewtonWorldGetVersion"></a>
			<table bordercolorlight="#0506a5" bordercolordark="#0506a5" bgcolor="#ffffff" border="1"
				cellspacing="0" width="85%" ID="Table1">
				<tbody>
					<tr>
						<td bgcolor="#232323"><h3><font color="#fafafa">NDB_NewtonWorldGetVersion</font></h3>
						</td>
					</tr>
					<tr>
						<td bgcolor="#747ff6"><font color="#ffffff" face="monospace">syntax: float =
								NDB_NewtonWorldGetVersion()</font></td>
					</tr>
					<tr>
						<td bgcolor="#fafafa">
							<table border="0" width="80%" ID="Table2">
								<tbody>
									<tr>
										<td width="5%"></td>
										<td width="50%">no values passed to this function</td>
										<td></td>
									</tr>
								</tbody></table>
						</td>
					</tr>
					<tr>
						<td bgcolor="#dadada">
							<P><font face="monospace">returns: release decimal three digit value x.xx the first
									digit: is major version number (interface changes among other things) the
									second digit: is major patch number (new features, and bug fixes) third digit:
									is minor bug fixed patch.</font></P>
						</td>
					</tr>
					<tr>
						<td bgcolor="#fafafa"><b>Comments:</b> V1.31</td>
					</tr>
				</tbody></table>
		<P>
		<p>
			<a name="NDB_GetElapsedTimeInSec"></a>
			<table bordercolorlight="#0506a5" bordercolordark="#0506a5" bgcolor="#ffffff" border="1"
				cellspacing="0" width="85%">
				<tbody>
					<tr>
						<td bgcolor="#232323"><h3><font color="#fafafa">NDB_GetElapsedTimeInSec</font></h3>
						</td>
					</tr>
					<tr>
						<td bgcolor="#747ff6"><font color="#ffffff" face="monospace">syntax: float = NDB_GetElapsedTimeInSec()</font></td>
					</tr>
					<tr>
						<td bgcolor="#fafafa">
							<table border="0" width="80%">
								<tbody>
									<tr>
										<td width="5%"></td>
										<td width="50%">no values passed to this function</td>
										<td></td>
									</tr>
								</tbody></table>
						</td>
					</tr>
					<tr>
						<td bgcolor="#dadada"><font face="monospace">returns: float value containing time
								elapsed since last call to the function (in seconds)</font></td>
					</tr>
					<tr>
						<td bgcolor="#fafafa"><b>Comments:</b> This is a simple function using the
							high-resolution timer. You can of course use the timer() function in DBPro, but
							this function saves some time by converting to seconds for you.</td>
					</tr>
				</tbody></table>
		<p>
			<a name="NDB_SetVector"></a>
			<table bordercolorlight="#0506a5" bordercolordark="#0506a5" bgcolor="#ffffff" border="1"
				cellspacing="0" width="85%">
				<tbody>
					<tr>
						<td bgcolor="#232323"><h3><font color="#fafafa">NDB_SetVector</font></h3>
						</td>
					</tr>
					<tr>
						<td bgcolor="#747ff6"><font color="#ffffff" face="monospace">syntax: NDB_SetVector
								[vec_num,] x, y, z [,w]</font></td>
					</tr>
					<tr>
						<td bgcolor="#fafafa">
							<table border="0" width="95%">
								<tbody>
									<tr>
										<td width="5%"></td>
										<td width="15%">vec_num</td>
										<td>index of vector to fill (integer 1-4) *optional</td>
									</tr>
									<tr>
										<td width="5%"></td>
										<td width="15%">x</td>
										<td>1st value in the vector (float)</td>
									</tr>
									<tr>
										<td width="5%"></td>
										<td width="15%">y</td>
										<td>2nd value in the vector (float)</td>
									</tr>
									<tr>
										<td width="5%"></td>
										<td width="15%">z</td>
										<td>3rd value in the vector (float)</td>
									</tr>
									<tr>
										<td width="5%"></td>
										<td width="15%">w</td>
										<td>4th value in the vector (float) *optional</td>
									</tr>
								</tbody></table>
						</td>
					</tr>
					<tr>
						<td bgcolor="#dadada"><font face="monospace">returns: nothing</font></td>
					</tr>
					<tr>
						<td bgcolor="#fafafa"><b>Comments:</b> Many Newton functions require you to pass in
							a 3D vector (sometimes even 2), along with others. There are also many Newton
							functions that return a vector. Because DBPro can't have a function return more
							than one number, there is a <b>temporary vector system</b> built into the
							wrapper. The system has 4 internal vectors that can be used for temporary
							number storage. This command sets the vector to a set value. You can specify
							what vector to fill (1-4) first, followed by the x, y, and z values. an
							optional 4th value (w) is also available. If you don't specify a vector number,
							vector number 1 is used by default. If you don't specify a "w" value, 1.0 is
							used by default.</td>
					</tr>
					<tr>
						<td bgcolor="#fafafa"><font face="monospace"> <b>NDB_SetVector 1.0, 2.0, 3.0</b> (sets
								vector number 1 to {x=1.0, y=2.0, z=3.0, w=1.0}<br>
								<b>NDB_SetVector 2, 1.0, 2.0, 3.0, 4.0</b> (sets vector number 2 to {x=1.0,
								y=2.0, z=3.0, w=4.0}</font></td>
					</tr>
				</tbody></table>
		<p>
			<a name="NDB_GetVector_X"></a>
			<table bordercolorlight="#0506a5" bordercolordark="#0506a5" bgcolor="#ffffff" border="1"
				cellspacing="0" width="85%">
				<tbody>
					<tr>
						<td bgcolor="#232323"><h3><font color="#fafafa">NDB_GetVector_X</font></h3>
						</td>
					</tr>
					<tr>
						<td bgcolor="#747ff6"><font color="#ffffff" face="monospace">syntax: float =
								NDB_GetVector_X( [vec_num] )</font></td>
					</tr>
					<tr>
						<td bgcolor="#fafafa">
							<table border="0" width="95%">
								<tbody>
									<tr>
										<td width="5%"></td>
										<td width="15%">vec_num</td>
										<td>index of vector (integer 1-4) *optional</td>
									</tr>
								</tbody></table>
						</td>
					</tr>
					<tr>
						<td bgcolor="#dadada"><font face="monospace">returns: float containing the X component
								of the vector.</font></td>
					</tr>
					<tr>
						<td bgcolor="#fafafa"><b>Comments:</b> if no vector is specified, vector 1 is used.</td>
					</tr>
					<tr>
						<td bgcolor="#fafafa">
							<font face="monospace"><b>x1# = NDB_GetVector_X()</b></font> returns x value of
							temp vector 1<br>
							<font face="monospace"><b>x3# = NDB_GetVector_X(3)</b></font> returns x value
							of temp vector 3</td>
					</tr>
				</tbody></table>
		<p>
			<a name="NDB_GetVector_Y"></a>
			<table bordercolorlight="#0506a5" bordercolordark="#0506a5" bgcolor="#ffffff" border="1"
				cellspacing="0" width="85%">
				<tbody>
					<tr>
						<td bgcolor="#232323"><h3><font color="#fafafa">NDB_GetVector_Y</font></h3>
						</td>
					</tr>
					<tr>
						<td bgcolor="#747ff6"><font color="#ffffff" face="monospace">syntax: float =
								NDB_GetVector_Y( [vec_num] ) </font>
						</td>
					</tr>
					<tr>
						<td bgcolor="#fafafa"><font face="monospace">
								<table border="0" width="95%">
									<tbody>
										<tr>
											<td width="5%"></td>
											<td width="15%">vec_num</td>
											<td>index of vector (integer 1-4) *optional</td>
										</tr>
									</tbody></table>
							</font>
						</td>
					</tr>
					<tr>
						<td bgcolor="#dadada"><font face="monospace">returns: float containing the Y component
								of the vector.</font></td>
					</tr>
					<tr>
						<td bgcolor="#fafafa"><b>Comments:</b> if no vector is specified, vector 1 is used.</td>
					</tr>
					<tr>
						<td bgcolor="#fafafa">
							<font face="monospace"><b>y1# = NDB_GetVector_Y()</b></font> returns y value of
							temp vector 1<br>
							<font face="monospace"><b>y3# = NDB_GetVector_Y(3)</b></font> returns y value
							of temp vector 3</td>
					</tr>
				</tbody></table>
		<p>
			<a name="NDB_GetVector_Z"></a>
			<table bordercolorlight="#0506a5" bordercolordark="#0506a5" bgcolor="#ffffff" border="1"
				cellspacing="0" width="85%">
				<tbody>
					<tr>
						<td bgcolor="#232323"><h3><font color="#fafafa">NDB_GetVector_Z</font></h3>
						</td>
					</tr>
					<tr>
						<td bgcolor="#747ff6"><font color="#ffffff" face="monospace">syntax: float =
								NDB_GetVector_Z( [vec_num] ) </font>
						</td>
					</tr>
					<tr>
						<td bgcolor="#fafafa"><font face="monospace">
								<table border="0" width="95%">
									<tbody>
										<tr>
											<td width="5%"></td>
											<td width="15%">vec_num</td>
											<td>index of vector (integer 1-4) *optional</td>
										</tr>
									</tbody></table>
							</font>
						</td>
					</tr>
					<tr>
						<td bgcolor="#dadada"><font face="monospace">returns: float containing the Z component
								of the vector.</font></td>
					</tr>
					<tr>
						<td bgcolor="#fafafa"><b>Comments:</b> if no vector is specified, vector 1 is used.</td>
					</tr>
					<tr>
						<td bgcolor="#fafafa">
							<font face="monospace"><b>z1# = NDB_GetVector_Z()</b></font> returns z value of
							temp vector 1<br>
							<font face="monospace"><b>z3# = NDB_GetVector_Z(3)</b></font> returns z value
							of temp vector 3</td>
					</tr>
				</tbody></table>
		<p>
			<a name="NDB_GetVector_W"></a>
			<table bordercolorlight="#0506a5" bordercolordark="#0506a5" bgcolor="#ffffff" border="1"
				cellspacing="0" width="85%">
				<tbody>
					<tr>
						<td bgcolor="#232323"><h3><font color="#fafafa">NDB_GetVector_W</font></h3>
						</td>
					</tr>
					<tr>
						<td bgcolor="#747ff6"><font color="#ffffff" face="monospace">syntax: float =
								NDB_GetVector_W( [vec_num] )</font></td>
					</tr>
					<tr>
						<td bgcolor="#fafafa"><font face="monospace">
								<table border="0" width="95%">
									<tbody>
										<tr>
											<td width="5%"></td>
											<td width="15%">vec_num</td>
											<td>index of vector (integer 1-4) *optional</td>
										</tr>
									</tbody></table>
							</font>
						</td>
					</tr>
					<tr>
						<td bgcolor="#dadada"><font face="monospace">returns: float containing the W component
								of the vector.</font></td>
					</tr>
					<tr>
						<td bgcolor="#fafafa"><b>Comments:</b> if no vector is specified, vector 1 is used.</td>
					</tr>
					<tr>
						<td bgcolor="#fafafa">
							<font face="monospace"><b>w1# = NDB_GetVector_W()</b></font> returns w value of
							temp vector 1<br>
							<font face="monospace"><b>w3# = NDB_GetVector_W(3)</b></font> returns w value
							of temp vector 3</td>
					</tr>
				</tbody></table>
		<p>
			<a name="NDB_GetMatrix"></a>
			<table bordercolorlight="#0506a5" bordercolordark="#0506a5" bgcolor="#ffffff" border="1"
				cellspacing="0" width="85%">
				<tbody>
					<tr>
						<td bgcolor="#232323"><h3><font color="#fafafa">NDB_GetMatrix</font></h3>
						</td>
					</tr>
					<tr>
						<td bgcolor="#747ff6"><font color="#ffffff" face="monospace">syntax: NDB_GetMatrix</font></td>
					</tr>
					<tr>
						<td bgcolor="#fafafa"><font face="monospace">
								<table border="0" width="95%">
									<tbody>
										<tr>
											<td width="5%"></td>
											<td width="50%">nothing passed to this function.</td>
											<td></td>
										</tr>
									</tbody></table>
							</font>
						</td>
					</tr>
					<tr>
						<td bgcolor="#dadada"><font face="monospace">returns: nothing</font></td>
					</tr>
					<tr>
						<td bgcolor="#fafafa"><b>Comments:</b> Some Newton functions return an entire
							matrix. These functions, when called by the wrapper, will fill the temp matrix
							with the return data. To access this data in DBPro, call this function. It will
							fill all 4 internal vectors with the matrix data. Then use the <a href="#NDB_GetVector_X">
								NDB_GetVector_X()</a>, <a href="#NDB_GetVector_Y">NDB_GetVector_Y()</a>, <a href="#NDB_GetVector_Z">
								NDB_GetVector_Z()</a>, <a href="#NDB_GetVector_W">NDB_GetVector_W()</a> commands
							to access the individual values. Vector 1 = top row -&gt; Vector 4 = position
							row.</td>
					</tr>
					<tr>
						<td bgcolor="#fafafa">
							<font face="monospace"><b>NDB_GetMatrix</b></font> fill temp vectors with
							matrix data.<br>
							<font face="monospace"><b>posx# = NDB_GetVector_X(4)</b></font> get the x
							position stored in the matrix.
						</td>
					</tr>
				</tbody></table>
		<p>
			<a name="NDB_SetMatrix"></a>
			<table bordercolorlight="#0506a5" bordercolordark="#0506a5" bgcolor="#ffffff" border="1"
				cellspacing="0" width="85%" ID="Table4">
				<tbody>
					<tr>
						<td bgcolor="#232323"><h3><font color="#fafafa">NDB_SetMatrix</font></h3>
						</td>
					</tr>
					<tr>
						<td bgcolor="#747ff6"><font color="#ffffff" face="monospace">syntax: NDB_SetMatrix</font></td>
					</tr>
					<tr>
						<td bgcolor="#fafafa"><font face="monospace">
								<table border="0" width="95%" ID="Table5">
									<tbody>
										<tr>
											<td width="5%"></td>
											<td width="50%">Contents of Temp Vector 1-4.</td>
											<td></td>
										</tr>
									</tbody></table>
							</font>
						</td>
					</tr>
					<tr>
						<td bgcolor="#dadada"><font face="monospace">returns: nothing</font></td>
					</tr>
					<tr>
						<td bgcolor="#fafafa"><b>Comments:</b> This function fills the matrix with the Temp
							vector data.</td>
					</tr>
				</tbody></table>
		<p><a name="NDB_BuildMatrix"></a></p>
		<table bordercolorlight="#0506a5" bordercolordark="#0506a5" bgcolor="#ffffff" border="1"
			cellspacing="0" width="85%">
			<tbody>
				<tr>
					<td bgcolor="#232323">
						<h3><font color="#fafafa">NDB_BuildMatrix</font></h3>
					</td>
				</tr>
				<tr>
					<td bgcolor="#747ff6"><font color="#ffffff" face="monospace">syntax: NDB_BuildMatrix [
							rx, ry, rz, tx, ty, tz ]</font></td>
				</tr>
				<tr>
					<td bgcolor="#fafafa"><font face="monospace">
							<table border="0" width="95%">
								<tbody>
									<tr>
										<td width="5%"></td>
										<td width="15%">rx</td>
										<td>x rotation (float) *optional</td>
									</tr>
									<tr>
										<td width="5%">&nbsp;</td>
										<td width="15%">ry</td>
										<td>y rotation (float) *optional</td>
									</tr>
									<tr>
										<td width="5%">&nbsp;</td>
										<td width="15%">rz</td>
										<td>z rotation (float) *optional</td>
									</tr>
									<tr>
										<td width="5%">&nbsp;</td>
										<td width="15%">tx</td>
										<td>x translation (float) *optional</td>
									</tr>
									<tr>
										<td width="5%">&nbsp;</td>
										<td width="15%">ty</td>
										<td>y translation (float) *optional</td>
									</tr>
									<tr>
										<td width="5%">&nbsp;</td>
										<td width="15%">tz</td>
										<td>z translation (float) *optional</td>
									</tr>
								</tbody></table>
						</font>
					</td>
				</tr>
				<tr>
					<td bgcolor="#dadada"><font face="monospace">returns: nothing</font></td>
				</tr>
				<tr>
					<td bgcolor="#fafafa"><b>Comments:</b> This is a utility command that builds a
						matrix in one simple command. &nbsp;You pass it the rotation information (in
						degrees) along with the translation information, and it fills the internal <b>temp
							matrix</b>. &nbsp;This can make setting up rigid bodies and ragdoll bones
						much simpler. If no values are passed, the function uses the contents of <b>temp
							vector 1</b> for the rotation values, and the contents of <b>temp vector 2</b>
						for the position data.</td>
				</tr>
				<tr>
					<td bgcolor="#fafafa">
						build a matrix with rotation (x = 90,y = 0,z = 0) and position (x = 15,y = 10,z
						= 0):<br>
						<b>NDB_BuildMatrix</b> 90.0, 0.0, 0.0, 15.0, 10.0, 0.0</td>
				</tr>
			</tbody></table>
		<p><a name="NDB_NormalizeVector"></a></p>
		<table bordercolorlight="#0506a5" bordercolordark="#0506a5" bgcolor="#ffffff" border="1"
			cellspacing="0" width="85%">
			<tr>
				<td bgcolor="#232323">
					<h3><font color="#fafafa">NDB_NormalizeVector</font></h3>
				</td>
			</tr>
			<tr>
				<td bgcolor="#747ff6"><font color="#ffffff" face="monospace">syntax:
						NDB_NormalizeVector [vec_num]</font></td>
			</tr>
			<tr>
				<td bgcolor="#fafafa"><font face="monospace">
						<table border="0" width="95%">
							<tbody>
								<tr>
									<td width="5%"></td>
									<td width="15%">vec_num</td>
									<td>index of vector (integer 1-4) *optional</td>
								</tr>
							</tbody>
						</table>
					</font>
				</td>
			</tr>
			<tr>
				<td bgcolor="#dadada"><font face="monospace">returns: nothing.</font></td>
			</tr>
			<tr>
				<td bgcolor="#fafafa"><b>Comments:</b> normalizes the specified vector into a unit
					vector. &nbsp;If no vector is specified, temp vector 1 is assumed.</td>
			</tr>
		</table>
		<p><a name="NDB_RotateVector"></a></p>
		<table bordercolorlight="#0506a5" bordercolordark="#0506a5" bgcolor="#ffffff" border="1"
			cellspacing="0" width="85%">
			<tr>
				<td bgcolor="#232323">
					<h3><font color="#fafafa">NDB_RotateVector</font></h3>
				</td>
			</tr>
			<tr>
				<td bgcolor="#747ff6"><font color="#ffffff" face="monospace">syntax: NDB_RotateVector
						[vec_num]</font></td>
			</tr>
			<tr>
				<td bgcolor="#fafafa"><font face="monospace">
						<table border="0" width="95%">
							<tbody>
								<tr>
									<td width="5%"></td>
									<td width="15%">vec_num</td>
									<td>index of vector (integer 1-4) *optional</td>
								</tr>
							</tbody>
						</table>
					</font>
				</td>
			</tr>
			<tr>
				<td bgcolor="#dadada"><font face="monospace">returns: nothing.</font></td>
			</tr>
			<tr>
				<td bgcolor="#fafafa">
					<P><b>Comments:</b>
					</P>
					<P>
						Rotates the specified vector by the rotation matrix ( the temp matrix is used,
						setup a rotation matrix with the <a href="#NDB_BuildMatrix">NDB_BuildMatrix</a>
					</P>
					<P>command ).</P>
					<P>(ROTATION)<BR>
						NDB_RotateVector / NDB_UnrotateVector<BR>
						<BR>
						(TRANSLATION)<BR>
						NDB_TransformVector / NDB_UntransformVector<BR>
						<BR>
						Think about these commands like this:<BR>
						<BR>
						(ROTATION)<BR>
						the vector you pass in represents a direction in LOCAL space. for example, a
						velocity of (1,0,0) which means a velocity in the local X direction.
						<BR>
						now let's say you need to know this in GLOBAL coordinates. you would do this:<BR>
						<BR>
						NDB_NewtonBodyGetMatrix ShipBody<BR>
						NDB_SetVector 1,0,0<BR>
						NDB_RotateVector 1<BR>
						newx# = NDB_GetVector_X()<BR>
						newy# = NDB_GetVector_Y()<BR>
						newz# = NDB_GetVector_Z()<BR>
						<BR>
						newx,newy,newz are now pointing along the X axis of the body, but in world
						space.<BR>
						<BR>
						<BR>
						<BR>
						(TRANSFORMATION)<BR>
						This is similar, but the vector does not represent a direction, but a <B>point</B>
						in local space. for example, let's say you have a jetpack at the point (0,2,-5)
						on your model. now your model is somewhere else in space, rotated, moved, etc.
						what is the global location of the jetpack? do this:<BR>
						<BR>
						NDB_NewtonBodyGetMatrix PlayerBody<BR>
						NDB_SetVector 0,2,-5<BR>
						NDB_TransformVector 1<BR>
						newx# = NDB_GetVector_X()<BR>
						newy# = NDB_GetVector_Y()<BR>
						newz# = NDB_GetVector_Z()<BR>
						<BR>
						newx,newy,newz are the global location of the jetpack.<BR>
						<BR>
						<BR>
						<BR>
						in other words, these commands allow you to get from LOCAL to GLOBAL space, and
						back again. use the "un" versions of the commands to do the exact opposite.
						<BR>
						<BR>
						for example say you detected a ray collision on a body. of course the RayCast
						system returns global coordinates. but you want to know this point in LOCAL
						coordinates of the body. you use the UntransformVector command.</P>
					<P>
						&nbsp;v 1.31<BR>
					</P>
				</td>
			</tr>
		</table>
		<p><a name="NDB_UnrotateVector"></a></p>
		<table bordercolorlight="#0506a5" bordercolordark="#0506a5" bgcolor="#ffffff" border="1"
			cellspacing="0" width="85%">
			<tr>
				<td bgcolor="#232323">
					<h3><font color="#fafafa">NDB_UnrotateVector</font></h3>
				</td>
			</tr>
			<tr>
				<td bgcolor="#747ff6"><font color="#ffffff" face="monospace">syntax: NDB_UnrotateVector
						[vec_num]</font></td>
			</tr>
			<tr>
				<td bgcolor="#fafafa"><font face="monospace">
						<table border="0" width="95%">
							<tbody>
								<tr>
									<td width="5%"></td>
									<td width="15%">vec_num</td>
									<td>index of vector (integer 1-4) *optional</td>
								</tr>
							</tbody>
						</table>
					</font>
				</td>
			</tr>
			<tr>
				<td bgcolor="#dadada"><font face="monospace">returns: nothing.</font></td>
			</tr>
			<tr>
				<td bgcolor="#fafafa">
					<p><b>Comments:</b> un-rotates the specified vector by the rotation matrix ( the
						temp matrix is used, setup a rotation matrix with the <a href="ndb_docs.html#NDB_BuildMatrix">
							NDB_BuildMatrix</a> command ).</p>
					<P>See comments above for more in depth explanation.</P>
					<P>
						&nbsp;v 1.31</P>
				</td>
			</tr>
		</table>
		<p><a name="NDB_TransformVector"></a></p>
		<table bordercolorlight="#0506a5" bordercolordark="#0506a5" bgcolor="#ffffff" border="1"
			cellspacing="0" width="85%">
			<tr>
				<td bgcolor="#232323">
					<h3><font color="#fafafa">NDB_TransformVector</font></h3>
				</td>
			</tr>
			<tr>
				<td bgcolor="#747ff6"><font color="#ffffff" face="monospace">syntax:
						NDB_TranslateVector [vec_num]</font></td>
			</tr>
			<tr>
				<td bgcolor="#fafafa"><font face="monospace">
						<table border="0" width="95%">
							<tbody>
								<tr>
									<td width="5%"></td>
									<td width="15%">vec_num</td>
									<td>index of vector (integer 1-4) *optional</td>
								</tr>
							</tbody>
						</table>
					</font>
				</td>
			</tr>
			<tr>
				<td bgcolor="#dadada"><font face="monospace">returns: nothing.</font></td>
			</tr>
			<tr>
				<td bgcolor="#fafafa">
					<p><b>Comments:</b> translates the specified vector by the rotation matrix ( the
						temp matrix is used, setup a rotation matrix with the <a href="ndb_docs.html#NDB_BuildMatrix">
							NDB_BuildMatrix</a> command ).</p>
					<P>See comments above for more in depth explanation.</P>
					<P>
						&nbsp;v 1.31</P>
				</td>
			</tr>
		</table>
		<p><a name="NDB_UntransformVector"></a></p>
		<table bordercolorlight="#0506a5" bordercolordark="#0506a5" bgcolor="#ffffff" border="1"
			cellspacing="0" width="85%">
			<tr>
				<td bgcolor="#232323">
					<h3><font color="#fafafa">NDB_UntransformVector</font></h3>
				</td>
			</tr>
			<tr>
				<td bgcolor="#747ff6"><font color="#ffffff" face="monospace">syntax:
						NDB_UntranslateVector [vec_num]</font></td>
			</tr>
			<tr>
				<td bgcolor="#fafafa"><font face="monospace">
						<table border="0" width="95%">
							<tbody>
								<tr>
									<td width="5%"></td>
									<td width="15%">vec_num</td>
									<td>index of vector (integer 1-4) *optional</td>
								</tr>
							</tbody>
						</table>
					</font>
				</td>
			</tr>
			<tr>
				<td bgcolor="#dadada"><font face="monospace">returns: nothing.</font></td>
			</tr>
			<tr>
				<td bgcolor="#fafafa">
					<p><b>Comments:</b> un-translates the specified vector by the rotation matrix ( the
						temp matrix is used, setup a rotation matrix with the <a href="ndb_docs.html#NDB_BuildMatrix">
							NDB_BuildMatrix</a> command ).</p>
					<P>See comments above for more in depth explanation.</P>
					<P>
						&nbsp;v 1.31</P>
				</td>
			</tr>
		</table>
		<p><a name="NDB_SetStandardGravity"></a>
			<table cellspacing="0" bordercolorlight="#0506a5" bordercolordark="#0506a5" bgcolor="#ffffff"
				border="1" width="85%">
				<tbody>
					<tr>
						<td bgcolor="#232323"><h3><font color="#fafafa">NDB_SetStandardGravity</font></h3>
						</td>
					</tr>
					<tr>
						<td bgcolor="#747ff6"><font color="#ffffff" face="monospace">syntax:
								NDB_SetStandardGravity</font></td>
					</tr>
					<tr>
						<td bgcolor="#fafafa"><font face="monospace">
								<table border="0" width="95%">
									<tbody>
										<tr>
											<td width="5%"></td>
											<td width="15%">(vector 1)</td>
											<td>vector data used to describe acceleration due to gravity</td>
										</tr>
									</tbody></table>
							</font>
						</td>
					</tr>
					<tr>
						<td bgcolor="#dadada"><font face="monospace">returns: nothing</font></td>
					</tr>
					<tr>
						<td bgcolor="#fafafa"><b>Comments:</b> Sets the standard gravity to be used if a
							specific gravity is not specified for a body. This force will only be applied
							if the <a href="#NDB_BodySetGravity">NDB_BodySetGravity</a> command is called
							for the body. See that command for more details.</td>
					</tr>
					<tr>
						<td bgcolor="#fafafa">
							<font face="monospace"><b>NDB_SetVector 0.0, -9.8, 0.0</b></font><br>
							<font face="monospace"><b>NDB_SetStandardGravity</b></font> - sets standard
							acceleration due to gravity to -9.8 units / second.
						</td>
					</tr>
				</tbody></table>
		<p>
			<a name="NDB_GetStandardGravity"></a>
			<table cellspacing="0" bordercolorlight="#0506a5" bordercolordark="#0506a5" bgcolor="#ffffff"
				border="1" width="85%">
				<tbody>
					<tr>
						<td bgcolor="#232323"><h3><font color="#fafafa">NDB_GetStandardGravity</font></h3>
						</td>
					</tr>
					<tr>
						<td bgcolor="#747ff6"><font color="#ffffff" face="monospace">syntax:
								NDB_GetStandardGravity</font></td>
					</tr>
					<tr>
						<td bgcolor="#fafafa"><font face="monospace">
								<table border="0" width="95%">
									<tbody>
										<tr>
											<td width="5%"></td>
											<td width="15%">(vector 1)</td>
											<td>vector data used to describe acceleration due to gravity</td>
										</tr>
									</tbody></table>
							</font>
						</td>
					</tr>
					<tr>
						<td bgcolor="#dadada"><font face="monospace">returns: nothing</font></td>
					</tr>
					<tr>
						<td bgcolor="#fafafa"><b>Comments:</b> Fills <b>temp vector 1</b> with the Standard
							gravity set for the world. This force will only be applied if the <a href="#NDB_BodySetGravity">
								NDB_BodySetGravity</a> command is called for the body. See that command for
							more details.</td>
					</tr>
				</tbody></table>
		<p><a name="NDB_SetStandardLiquid"></a></p>
		<table cellspacing="0" bordercolorlight="#0506a5" bordercolordark="#0506a5" bgcolor="#ffffff"
			border="1" width="85%">
			<tbody>
				<tr>
					<td bgcolor="#232323">
						<h3><font color="#fafafa">NDB_SetStandardLiquid</font></h3>
					</td>
				</tr>
				<tr>
					<td bgcolor="#747ff6"><font color="#ffffff" face="monospace">syntax:
							NDB_SetStandardLiquid f_density, l_visc, a_visc</font></td>
				</tr>
				<tr>
					<td bgcolor="#fafafa"><font face="monospace">
							<table border="0" width="95%">
								<tbody>
									<tr>
										<td width="5%"></td>
										<td width="15%">f_density</td>
										<td>fluid density (float)</td>
									</tr>
									<tr>
										<td width="5%">&nbsp;</td>
										<td width="15%">l_visc</td>
										<td>linear viscosity (float)</td>
									</tr>
									<tr>
										<td width="5%">&nbsp;</td>
										<td width="15%">a_visc</td>
										<td>angular viscosity (float)</td>
									</tr>
									<tr>
										<td width="5%">&nbsp;</td>
										<td width="15%">(vector 1)</td>
										<td>vector data used to describe acceleration due to gravity</td>
									</tr>
								</tbody></table>
						</font>
					</td>
				</tr>
				<tr>
					<td bgcolor="#dadada"><font face="monospace">returns: nothing</font></td>
				</tr>
				<tr>
					<td bgcolor="#fafafa"><b>Comments:</b> Sets the standard values for buoyancy
						forces, describing the density and viscosity of the liquid. &nbsp;make sure to
						fill <b>temp vector 1</b> with the gravitational vector for the liquid as well.
					</td>
				</tr>
			</tbody></table>
		<p><a name="NDB_GetStandardLiquid"></a></p>
		<table cellspacing="0" bordercolorlight="#0506a5" bordercolordark="#0506a5" bgcolor="#ffffff"
			border="1" width="85%">
			<tbody>
				<tr>
					<td bgcolor="#232323">
						<h3><font color="#fafafa">NDB_GetStandardLiquid</font></h3>
					</td>
				</tr>
				<tr>
					<td bgcolor="#747ff6"><font color="#ffffff" face="monospace">syntax:
							NDB_GetStandardLiquid</font></td>
				</tr>
				<tr>
					<td bgcolor="#fafafa"><font face="monospace">
							<table border="0" width="95%">
								<tbody>
									<tr>
										<td width="5%">&nbsp;</td>
										<td width="15%">(vector 1)</td>
										<td>
											<p>temp vector used to return values</p>
										</td>
									</tr>
									<tr>
										<td width="5%">&nbsp;</td>
										<td width="15%">(vector 2)</td>
										<td>temp vector used to return values</td>
									</tr>
								</tbody></table>
						</font>
					</td>
				</tr>
				<tr>
					<td bgcolor="#dadada"><font face="monospace">returns: nothing</font></td>
				</tr>
				<tr>
					<td bgcolor="#fafafa">
						<p><b>Comments:</b> returns the standard liquid settings for the world. &nbsp;like
							so:</p>
						<p><b>temp vector 1</b><br>
							<b>x</b> = fluid density<br>
							<b>y</b> = linear viscosity<br>
							<b>z</b> = angular viscosity<br>
							<br>
							<b>temp vector 2</b> = gravity vector</p>
					</td>
				</tr>
			</tbody></table>
		<p>
		</p>
		<p>
			<a name="NDB_CalculateMISphereSolid"></a>
			<table cellspacing="0" bordercolorlight="#0506a5" bordercolordark="#0506a5" bgcolor="#ffffff"
				border="1" width="85%">
				<tbody>
					<tr>
						<td bgcolor="#232323"><h3><font color="#fafafa">NDB_CalculateMISphereSolid</font></h3>
						</td>
					</tr>
					<tr>
						<td bgcolor="#747ff6"><font color="#ffffff" face="monospace">syntax:
								NDB_CalculateMISphereSolid mass, radius</font></td>
					</tr>
					<tr>
						<td bgcolor="#fafafa"><font face="monospace">
								<table border="0" width="95%">
									<tbody>
										<tr>
											<td width="5%"></td>
											<td width="15%">mass</td>
											<td>mass of the body (float)</td>
										</tr>
										<tr>
											<td width="5%"></td>
											<td width="15%">radius</td>
											<td>radius of the sphere (float)</td>
										</tr>
										<tr>
											<td width="5%"></td>
											<td width="15%">(vector 1)</td>
											<td>temp vector used for return values.</td>
										</tr>
									</tbody></table>
							</font>
						</td>
					</tr>
					<tr>
						<td bgcolor="#dadada"><font face="monospace">returns: nothing </font>
						</td>
					</tr>
					<tr>
						<td bgcolor="#fafafa"><b>Comments:</b> Fills <b>temp vector 1</b> with the <b>Moment of
								Inertia</b> for a Solid Sphere of the specified size. You can plug these
							values into the <a href="#NDB_NewtonBodySetMassMatrix">NDB_NewtonBodySetMassMatrix</a>
							function to achieve more realistic rigid body simulation.</td>
					</tr>
				</tbody></table>
		<p>
			<a name="NDB_CalculateMISphereHollow"></a>
			<table cellspacing="0" bordercolorlight="#0506a5" bordercolordark="#0506a5" bgcolor="#ffffff"
				border="1" width="85%">
				<tbody>
					<tr>
						<td bgcolor="#232323"><h3><font color="#fafafa">NDB_CalculateMISphereHollow</font></h3>
						</td>
					</tr>
					<tr>
						<td bgcolor="#747ff6"><font color="#ffffff" face="monospace">syntax:
								NDB_CalculateMISphereHollow mass, radius</font></td>
					</tr>
					<tr>
						<td bgcolor="#fafafa"><font face="monospace">
								<table border="0" width="95%">
									<tbody>
										<tr>
											<td width="5%"></td>
											<td width="15%">mass</td>
											<td>mass of the body (float)</td>
										</tr>
										<tr>
											<td width="5%"></td>
											<td width="15%">radius</td>
											<td>radius of the sphere (float)</td>
										</tr>
										<tr>
											<td width="5%"></td>
											<td width="15%">(vector 1)</td>
											<td>temp vector used for return values.</td>
										</tr>
									</tbody></table>
							</font>
						</td>
					</tr>
					<tr>
						<td bgcolor="#dadada"><font face="monospace">returns: nothing </font>
						</td>
					</tr>
					<tr>
						<td bgcolor="#fafafa"><b>Comments:</b> Fills <b>temp vector 1</b> with the <b>Moment of
								Inertia</b> for a Hollow Sphere of the specified size. You can plug these
							values into the <a href="#NDB_NewtonBodySetMassMatrix">NDB_NewtonBodySetMassMatrix</a>
							function to achieve more realistic rigid body simulation.</td>
					</tr>
				</tbody></table>
		<p>
			<a name="NDB_CalculateMIBoxSolid"></a>
			<table cellspacing="0" bordercolorlight="#0506a5" bordercolordark="#0506a5" bgcolor="#ffffff"
				border="1" width="85%">
				<tbody>
					<tr>
						<td bgcolor="#232323"><h3><font color="#fafafa">NDB_CalculateMIBoxSolid</font></h3>
						</td>
					</tr>
					<tr>
						<td bgcolor="#747ff6"><font color="#ffffff" face="monospace">syntax:
								NDB_CalculateMIBoxSolid mass [, width, height, depth]</font></td>
					</tr>
					<tr>
						<td bgcolor="#fafafa"><font face="monospace">
								<table border="0" width="95%">
									<tbody>
										<tr>
											<td width="5%"></td>
											<td width="15%">mass</td>
											<td>mass of the body (float)</td>
										</tr>
										<tr>
											<td width="5%"></td>
											<td width="15%">width</td>
											<td>width of the box (float) *optional</td>
										</tr>
										<tr>
											<td width="5%"></td>
											<td width="15%">height</td>
											<td>height of the box (float) *optional</td>
										</tr>
										<tr>
											<td width="5%"></td>
											<td width="15%">depth</td>
											<td>depth of the box (float) *optional</td>
										</tr>
										<tr>
											<td width="5%"></td>
											<td width="15%">(vector 1)</td>
											<td>temp vector used for return values.</td>
										</tr>
									</tbody></table>
							</font>
						</td>
					</tr>
					<tr>
						<td bgcolor="#dadada"><font face="monospace">returns: nothing </font>
						</td>
					</tr>
					<tr>
						<td bgcolor="#fafafa"><b>Comments:</b> Fills <b>temp vector 1</b> with the <b>Moment of
								Inertia</b> for a Solid Box of the specified size. If no size is specified,
							the contents of temp vector 1 are used. You can plug these values into the <a href="#NDB_NewtonBodySetMassMatrix">
								NDB_NewtonBodySetMassMatrix</a> function to achieve more realistic rigid
							body simulation. If no initial size is specified, the contents of <b>temp vector 1</b>
							are used.</td>
					</tr>
				</tbody></table>
		<p>
			<a name="NDB_CalculateMICubeSolid"></a>
			<table cellspacing="0" bordercolorlight="#0506a5" bordercolordark="#0506a5" bgcolor="#ffffff"
				border="1" width="85%">
				<tbody>
					<tr>
						<td bgcolor="#232323"><h3><font color="#fafafa">NDB_CalculateMICubeSolid</font></h3>
						</td>
					</tr>
					<tr>
						<td bgcolor="#747ff6"><font color="#ffffff" face="monospace">syntax:
								NDB_CalculateMICubeSolid mass, size</font></td>
					</tr>
					<tr>
						<td bgcolor="#fafafa"><font face="monospace">
								<table border="0" width="95%">
									<tbody>
										<tr>
											<td width="5%"></td>
											<td width="15%">mass</td>
											<td>mass of the body (float)</td>
										</tr>
										<tr>
											<td width="5%"></td>
											<td width="15%">size</td>
											<td>size of the body (float)</td>
										</tr>
										<tr>
											<td width="5%"></td>
											<td width="15%">(vector 1)</td>
											<td>temp vector used for return values.</td>
										</tr>
									</tbody></table>
							</font>
						</td>
					</tr>
					<tr>
						<td bgcolor="#dadada"><font face="monospace">returns: nothing </font>
						</td>
					</tr>
					<tr>
						<td bgcolor="#fafafa"><b>Comments:</b> Fills <b>temp vector 1</b> with the <b>Moment of
								Inertia</b> for a Solid Cube of the specified size. You can plug these
							values into the <a href="#NDB_NewtonBodySetMassMatrix">NDB_NewtonBodySetMassMatrix</a>
							function to achieve more realistic rigid body simulation.</td>
					</tr>
				</tbody></table>
		<p>
			<a name="NDB_CalculateMICylinderSolid"></a>
			<table cellspacing="0" bordercolorlight="#0506a5" bordercolordark="#0506a5" bgcolor="#ffffff"
				border="1" width="85%">
				<tbody>
					<tr>
						<td bgcolor="#232323"><h3><font color="#fafafa">NDB_CalculateMICylinderSolid</font></h3>
						</td>
					</tr>
					<tr>
						<td bgcolor="#747ff6"><font color="#ffffff" face="monospace">syntax:
								NDB_CalculateMICylinderSolid mass, radius, height</font></td>
					</tr>
					<tr>
						<td bgcolor="#fafafa"><font face="monospace">
								<table border="0" width="95%">
									<tbody>
										<tr>
											<td width="5%"></td>
											<td width="15%">mass</td>
											<td>mass of the body (float)</td>
										</tr>
										<tr>
											<td width="5%"></td>
											<td width="15%">radius</td>
											<td>radius of the body (float)</td>
										</tr>
										<tr>
											<td width="5%"></td>
											<td width="15%">height</td>
											<td>height of the body (float)</td>
										</tr>
										<tr>
											<td width="5%"></td>
											<td width="15%">(vector 1)</td>
											<td>temp vector used for return values.</td>
										</tr>
									</tbody></table>
							</font>
						</td>
					</tr>
					<tr>
						<td bgcolor="#dadada"><font face="monospace">returns: nothing </font>
						</td>
					</tr>
					<tr>
						<td bgcolor="#fafafa"><b>Comments:</b> Fills <b>temp vector 1</b> with the <b>Moment of
								Inertia</b> for a Solid Cylinder of the specified size. You can plug these
							values into the <a href="#NDB_NewtonBodySetMassMatrix">NDB_NewtonBodySetMassMatrix</a>
							function to achieve more realistic rigid body simulation. <b>NOTE</b> - the
							cylinder is assumed to be aligned standing on the X axis. in other words, the
							height value refers to the X axis of the object, and the radius value refers to
							the Y and Z axis.</td>
					</tr>
				</tbody></table>
		<p><a name="NDB_GetCollisionBodyToBody"></a>
		</p>
		<table cellspacing="0" bordercolorlight="#0506a5" bordercolordark="#0506a5" bgcolor="#ffffff"
			border="1" width="85%">
			<tbody>
				<tr>
					<td bgcolor="#232323"><h3><font color="#fafafa">NDB_GetCollisionBodyToBody</font></h3>
					</td>
				</tr>
				<tr>
					<td bgcolor="#747ff6"><font color="#ffffff" face="monospace">syntax: int =
							NDB_GetCollisionBodyToBody( body1, body2 )</font></td>
				</tr>
				<tr>
					<td bgcolor="#fafafa"><font face="monospace">
							<table border="0" width="95%">
								<tbody>
									<tr>
										<td width="5%"></td>
										<td width="15%">body1</td>
										<td>index of rigid body1 (int)</td>
									</tr>
									<tr>
										<td width="5%"></td>
										<td width="15%">body2</td>
										<td>index of rigid body2 (int)</td>
									</tr>
								</tbody></table>
						</font>
					</td>
				</tr>
				<tr>
					<td bgcolor="#dadada"><font face="monospace">returns: index to the collision data (0 if
							no collision)</font></td>
				</tr>
				<tr>
					<td bgcolor="#fafafa"><b>Comments:</b> The wrapper will record collision data for
						any 2 materials you set. Use this command to check it two bodies (presumably of
						the materials you set) have collided. The function will return an integer &gt;
						0 if there has been a collision. pass this integer into the <a href="#NDB_GetCollisionData">
							NDB_GetCollisionData</a>function to retrieve detailed collision data.</td>
				</tr>
			</tbody></table>
		<p><a name="NDB_GetCollisionBodyToMaterial"></a></p>
		<table cellspacing="0" bordercolorlight="#0506a5" bordercolordark="#0506a5" bgcolor="#ffffff"
			border="1" width="85%">
			<tr>
				<td bgcolor="#232323">
					<h3><font color="#fafafa">NDB_GetCollisionBodyToMaterial</font></h3>
				</td>
			</tr>
			<tr>
				<td bgcolor="#747ff6"><font color="#ffffff" face="monospace">syntax: int =
						NDB_GetCollisionBodyToMaterial( body, materialID&nbsp;)</font></td>
			</tr>
			<tr>
				<td bgcolor="#fafafa"><font face="monospace">
						<table border="0" width="95%">
							<tbody>
								<tr>
									<td width="5%"></td>
									<td width="15%">body</td>
									<td>index of rigid body (int)</td>
								</tr>
								<tr>
									<td width="5%"></td>
									<td width="15%">materialID</td>
									<td>index of material group ID (int)</td>
								</tr>
							</tbody>
						</table>
					</font>
				</td>
			</tr>
			<tr>
				<td bgcolor="#dadada"><font face="monospace">returns: index to the collision data (0 if
						no collision)</font></td>
			</tr>
			<tr>
				<td bgcolor="#fafafa"><b>Comments:</b> The wrapper will record collision data for
					any 2 materials you set. Use this command to check if
					a&nbsp;rigid&nbsp;body&nbsp;and&nbsp;any&nbsp;bodies&nbsp;of&nbsp;the&nbsp;other&nbsp;material
					have collided. The function will return an integer &gt; 0 if there has been a
					collision. pass this integer into the <a href="ndb_docs.html#NDB_GetCollisionData">NDB_GetCollisionData</a>function
					to retrieve detailed collision data, including the 2nd body involved in the
					collision, through the NDB_GetCollisionBody.</td>
			</tr>
		</table>
		<p>
			<a name="NDB_GetCollisionData"></a>
			<table cellspacing="0" bordercolorlight="#0506a5" bordercolordark="#0506a5" bgcolor="#ffffff"
				border="1" width="85%">
				<tbody>
					<tr>
						<td bgcolor="#232323"><h3><font color="#fafafa">NDB_GetCollisionData</font></h3>
						</td>
					</tr>
					<tr>
						<td bgcolor="#747ff6"><font color="#ffffff" face="monospace">syntax:
								NDB_GetCollisionData index</font></td>
					</tr>
					<tr>
						<td bgcolor="#fafafa"><font face="monospace">
								<table border="0" width="95%">
									<tbody>
										<tr>
											<td width="5%"></td>
											<td width="15%">index</td>
											<td>index to collision data (int)</td>
										</tr>
									</tbody></table>
							</font>
						</td>
					</tr>
					<tr>
						<td bgcolor="#dadada"><font face="monospace">returns: nothing</font></td>
					</tr>
					<tr>
						<td bgcolor="#fafafa"><b>Comments:</b> this will fill the temp vectors with
							detailed information about the collision found by the <a href="#NDB_GetCollision">NDB_GetCollision</a>
							command. Data returned:<br>
							<b>temp vector 1 [x,y,z]</b> - position of the collision in global space.<br>
							<b>temp vector 2 [x,y,z]</b> - normal vector of the collision.<br>
							<b>temp vector 2 [w]</b> - speed of collision along normal vector.<br>
							<b>temp vector 3 [x,y,z]</b> - first tangent vector of the collision.<br>
							<b>temp vector 3 [w]</b> - speed of collision along first tangent vector.<br>
							<b>temp vector 4 [x,y,z]</b> - second tangent vector of the collision.<br>
							<b>temp vector 4 [w]</b> - speed of collision along second tangent vector.<br>
						</td>
					</tr>
				</tbody></table>
		<p><a name="NDB_GetCollisionBody"></a></p>
		<table cellspacing="0" bordercolorlight="#0506a5" bordercolordark="#0506a5" bgcolor="#ffffff"
			border="1" width="85%">
			<tr>
				<td bgcolor="#232323">
					<h3><font color="#fafafa">NDB_GetCollisionBody</font></h3>
				</td>
			</tr>
			<tr>
				<td bgcolor="#747ff6"><font color="#ffffff" face="monospace">syntax: body =
						NDB_GetCollisionBody( index, body )</font></td>
			</tr>
			<tr>
				<td bgcolor="#fafafa"><font face="monospace">
						<table border="0" width="95%">
							<tbody>
								<tr>
									<td width="5%"></td>
									<td width="15%">index</td>
									<td>index to collision data (int)</td>
								</tr>
							</tbody>
							<tr>
								<td width="5%">&nbsp;</td>
								<td width="15%">body</td>
								<td>index of collision body *1-2 (int)</td>
							</tr>
						</table>
					</font>
				</td>
			</tr>
			<tr>
				<td bgcolor="#dadada"><font face="monospace">returns: nothing</font></td>
			</tr>
			<tr>
				<td bgcolor="#fafafa"><b>Comments:</b> this will return the index to a&nbsp;body
					involved in the collision. &nbsp;You can get the bodies involved in the
					collision by passing a 1 or 2 into the second parameter of the function.</td>
			</tr>
		</table>
		<p><a name="NDB_DebugDrawNewtonLines"></a></p>
		<table cellspacing="0" bordercolorlight="#0506a5" bordercolordark="#0506a5" bgcolor="#ffffff"
			border="1" width="85%">
			<tr>
				<td bgcolor="#232323">
					<h3><font color="white">NDB_DebugDrawNewtonLines</font></h3>
				</td>
			</tr>
			<tr>
				<td bgcolor="#747ff6"><font color="#ffffff" face="monospace">
					syntax: NDB_DebugDrawNewtonLines</font></td>
			</tr>
			<tr>
				<td bgcolor="#dadada"><font face="monospace">returns: nothing.</font></td>
			</tr>
			<tr>
				<td bgcolor="#fafafa">
					<p><b>Comments:</b> This command allows the user to see the actual Rigid Body data
						according to Newton. This is helpful for debuggin purposes, as you can confirm
						where exactly each rigid body is in the scene. It's also helpful for debugging
						ragdolls and vehicles, as it allows you to visualize the actual bone / wheel
						data. This command uses 2D lines to draw the polygons that make up the rigid
						bodies. Newton supports multi-sided faces (quads, etc), which DBPro doesn't
						support. The other debug command, <a href="#NDB_DebugMakeNewtonObject">NDB_DebugMakeNewtonObject</a>
						has to turn all faces into triangles, which means it's not as accurate as this
						2D version. the trade-off is that this version has no backface culling, and is
						slower than the model version.
					</p>
				</td>
			</tr>
			<tr>
				<td bgcolor="#fafafa">
				</td>
			</tr>
		</table>
		<p><a name="NDB_DebugMakeNewtonObject"></a></p>
		<table cellspacing="0" bordercolorlight="#0506a5" bordercolordark="#0506a5" bgcolor="#ffffff"
			border="1" width="85%">
			<tr>
				<td bgcolor="#232323">
					<h3><font color="white">NDB_DebugMakeNewtonObject</font></h3>
				</td>
			</tr>
			<tr>
				<td bgcolor="#747ff6"><font color="#ffffff" face="monospace">
					syntax: obj = NDB_DebugMakeNewtonObject(flag)</font></td>
			</tr>
			<tr>
				<td bgcolor="#fafafa"><font face="monospace">
						<table border="0" width="95%" ID="Table3">
							<tbody>
								<tr>
									<td width="5%"></td>
									<td width="15%">flag</td>
									<td>Flag (int)</td>
								</tr>
							</tbody>
						</table>
					</font>
				</td>
			</tr>
			<tr>
				<td bgcolor="#dadada">
					<p><font face="monospace">returns: </font>Nothing.</p>
				</td>
			</tr>
			<tr>
				<td bgcolor="#fafafa">
					<p><b>Comments:</b> This command allows the user to see the actual Rigid Body data
						according to Newton. This is helpful for debuggin purposes, as you can confirm
						where exactly each rigid body is in the scene. It's also helpful for debugging
						ragdolls and vehicles, as it allows you to visualize the actual bone / wheel
						data. This command creates a new object, with all of the rigid bodies in the
						entire Newton world. It is basically a "snapshot in time" of the Newton system
						at the given moment. The object defaults to wireframe drawing mode. In order to
						watch the Newton world in realtime, you must delete this object, and generate a
						new one for each frame. Alternatively, you can save each object, and then later
						go back and examine the various time steps very closely. This method is much
						faster than the <a href="#NDB_DebugDrawNewtonLines">NDB_DebugDrawNewtonLines</a>
						method, but is not as accurate, because it turns 4+ sided faces into triangles
						(for DBPro rendering). .
						<br>
						<br>
						A flag of "1" can be added, this makes the function only draw bodies with mass
						&gt; 0, you can use this to ignore TreeCollision/other backgrond objects, and
						just check your active objects, which makes rendering faster.
					</p>
				</td>
			</tr>
		</table>
		<p><a name="NDB_DebugRigidBodyCount"></a></p>
		<table cellspacing="0" bordercolorlight="#0506a5" bordercolordark="#0506a5" bgcolor="#ffffff"
			border="1" width="85%">
			<tr>
				<td bgcolor="#232323">
					<h3><font color="white">NDB_DebugRigidBodyCount</font></h3>
				</td>
			</tr>
			<tr>
				<td bgcolor="#747ff6"><font color="#ffffff" face="monospace">
					syntax: int = NDB_DebugRigidBodyCount()</font></td>
			</tr>
			<tr>
				<td bgcolor="#dadada">
					<p><font face="monospace">returns: </font>integer value of number of rigid bodies
						in world.</p>
				</td>
			</tr>
			<tr>
				<td bgcolor="#fafafa">
					<p><b>Comments:</b> This is a general debug function that returns the total number
						of Rigid Bodies in the Newton world. This method is not particularly optimized,
						and it intended for debug use only.
					</p>
				</td>
			</tr>
		</table>
		<p>
		</p>
	</body>
</html>
